The Lost
Wayfinder as a Playable Space
Here, Wayfinder is framed as a space rather than a script, exploring how theatre can function as a gameworld, where navigation alters meaning.
FORGE.
The Stars /
The Grandmother
Escaping the Story
A short film on the freedom of youth and the consequences of that raw energy. Where do your feet lead you, and are you in control of them?
Dance
Footnotes & References
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Core Theoretical Foundations:
- Aarseth, E. (1997). Cybertext (on text as explorable space).
- Juul, J. (2005). Half-Real (on the interplay between rules and fiction).
- Calleja, G. (2011). In-Game (on player immersion within game environments).
- Aarseth, E. (1997). Cybertext (on text as explorable space).
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Critical Debates and Counterarguments:
- Eskelinen, M. (2004). "Towards Computer Game Studies" (arguing that literary approaches fail to account for interactivity).
- Jenkins, H. (2004). Game Design as Narrative Architecture (countering that spaces do tell stories).
- Frasca, G. (2003). Simulation vs. Narrative (suggesting that play is distinct from storytelling).
- Eskelinen, M. (2004). "Towards Computer Game Studies" (arguing that literary approaches fail to account for interactivity).
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Empirical Studies & Case Studies:
- Dear Esther (a game structured as a theatrical space rather than a traditional game).
- Journey (where movement alone tells the story).
- Punchdrunk Theatre (Sleep No More—audiences navigate a space to construct meaning).
- Dear Esther (a game structured as a theatrical space rather than a traditional game).